Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Template entities are used by spawners to create copies of entities
// that were configured by the level designer. This allows us to spawn
// entities with arbitrary sets of key/value data and entity I/O
// connections.
//
//=============================================================================//
#ifndef TEMPLATEENTITIES_H
#define TEMPLATEENTITIES_H
#ifdef _WIN32
#pragma once
#endif
#include "isaverestore.h"
class CBaseEntity;
class CPointTemplate;
int Templates_Add(CBaseEntity *pEntity, const char *pszMapData, int nLen);
string_t Templates_FindByIndex( int iIndex );
int Templates_GetStringSize( int iIndex );
string_t Templates_FindByTargetName(const char *pszName);
void Templates_ReconnectIOForGroup( CPointTemplate *pGroup );
// Some templates have Entity I/O connecting the entities within the template.
// Unique versions of these templates need to be created whenever they're instanced.
void Templates_StartUniqueInstance( void );
bool Templates_IndexRequiresEntityIOFixup( int iIndex );
char *Templates_GetEntityIOFixedMapData( int iIndex );
// Save / Restore
ISaveRestoreBlockHandler *GetTemplateSaveRestoreBlockHandler( void );
#endif // TEMPLATEENTITIES_H